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Hortism
Oct 25, 2010

Corbeau posted:

It's nice to have an updated FAQ (as of this morning). Notable to recent discussion, here's an excerpt:

That clears that up. Guess we'be been playing it right after all.

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Hortism
Oct 25, 2010

I've got a 300pts Spec Ops tournament tomorrow that I'm really unprepared for. Chucked together a list based on what looks fun, but I'm pretty out of practice and am expecting to get murdered.

Let me know if I'm missing anything too obvious. I'll see what I can tweak but honestly I'm mostly doing this tournament to get back into the swing of things. I even have a few unpainted models which is super shameful and disappointing, but hobby time has been scarce lately.

Combined Army
──────────────────────────────────────────────────

GROUP 1 10 1
CHARONTID (Multispectral Visor L3) Plasma Rifle, Nanopulser / Heavy Pistol, Knife. (0 | 78)
SPECULO KILLER Boarding Shotgun, Smoke Grenades / Pistol, Monofilament CCW, Knife. (1 | 34)
Treitak Spec-Ops (16 XP) (PH:15, WIP:15, Inferior Infiltration, EI Hacking Device) Combi Rifle / Pistol, Knife. (0 | 14)
MAAKREP TRACKER MULTI Sniper Rifle / Pistol, Knife. (1.5 | 33)
ANYAT K1 Combi Rifle, Chain-colt, Smoke Grenades, E/M Grenades / Pistol, Knife. (0 | 25)
DĀTURAZI Chain Rifle, Grenades, Smoke Grenades / Pistol, AP CCW. (0 | 14)
SHROUDED (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0 | 25)
T-DRONE Smart Missile Launcher / Electric Pulse. (1.5 | 18)
MED-TECH OBSIDON MEDCHANOID Combi Rifle, D-Charges / Pistol, Knife. (0 | 23)
IKADRON (Baggage, Repeater) 2 Light Flamethrowers, Flash Pulse / Pistol, Electric Pulse. (0 | 9)

GROUP 2 1
Q-DRONE HMG / Electric Pulse. (1 | 26)

5 SWC | 299 Points

Open in Infinity Army

Some obvious cheese strats with the smoke + MSV2, though I swear I've never run it before. Something I'm keen on trying is infiltrating Spec Op into hacking targeted states for my missile bot, but I can imagine that failing miserably. Probably super susceptible to crazy ninja and other CC specialists deep striking and picking of key units but I can't think of a way to counter at the moment so I'm just going to pray I don't come against Yu Jing. Or Haqq.

Hortism
Oct 25, 2010

Yeah, it's more a fun little thing to do in case it comes up. Used to be a sniffer bot but I think I'm ok for specialist. I think it's slightly more effective in N3 since at least your roll can oppose the dodge with some good modifiers in your favor.

And I'm keen to see how the Charontid does. Last time I used the hacker variant it did some serious work butchering morats before being triple critted into immobility.

And I love datz but holy poo poo am I bad at keeping my impetuous stuff alive. I also forget that I can just cancel that order if things look to dicey.

Hortism
Oct 25, 2010

Yeah, you'd think smoke grenades on a 17 would get you somewhere. Sadly in my experience, it really doesn't... In my mind, they're good, but no Shaolin Monks. Those things are straight money on the field.

Hortism
Oct 25, 2010

So I last minute agreed to demo some Infinity next weekend for an upcoming convention.

I'm not really prepared for it, but thought I'd probably just run a simple 'Activate console' mission on a 3x3 board with no Lt or Specialist requirements. I have to provide models so I'm limited by what I have, so kinda kicking myself that I never got my Op:Icestorm stuff up and running.

Be that as it may, I have three possible 'lists' I want to bring with various levels of difficulty.

PanOceania
──────────────────────────────────────────────────

5
ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13)
ORDER SERGEANT Combi Rifle / Pistol, Knife. (0 | 13)
ORDER SERGEANT Spitfire / Pistol, Knife. (1 | 19)
TRAUMA-DOC Combi Rifle / Pistol, Knife. (0 | 14)
KNIGHT HOSPITALLER Combi Rifle / Pistol, AP CCW. (0 | 33)

1 SWC | 92 Points

Open in Infinity Army

Haqqislam
──────────────────────────────────────────────────

5
RAGIK Boarding Shotgun / Pistol, CCW. (0 | 25)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Rifle + Light Shotgun / Pistol, Knife. (0 | 12)
GHULAM Missile Launcher / Pistol, Knife. (1.5 | 17)
FARZAN (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (0 | 23)

1.5 SWC | 89 Points

Open in Infinity Army

Do these look like they should do the trick? I've only realized now that I'm not the biggest fan of Line Troopers, so my Haqq Ghulams are proxied Muyibs and I can't use CA since Seed Soldiers are probably needlessly complex.

My other option is my YuJing, who I actually probably have the biggest range for but are a bit shoddy on the paint jobs... Not that any of my stuff is particularly good but at least those two armies are table top standard(I think!)

Hortism
Oct 25, 2010

Thanks! Thought it might be a bit too boring going just line troops, but hopefully what I have isn't too confusing.

Hortism
Oct 25, 2010

Khisanth Magus posted:

Considering getting into Infinity, but I have a question. Given that other players who are also looking into starting the game are playing Aleph and Yu Jing, who were 2 of the 3 factions I was considering, I am considering starting Tohaa. I realize they have a smaller stable of models than other factions(which actually bit me in the rear end when I started Warmachine years ago), but the one concern I have is the whole Triad thing. I don't entirely understand how the whole fireteam thing works right now(still working my way through the rulebook), but that seems intimidating as a new player. Is it really something to be concerned about?


I wouldn't be too concerned... essentially most factions are limited (barring other special rules like triad) from only running one main link team, because they offer pretty lucrative bonuses for some very slight drawbacks. Basically as Tohaa you can field as many three man links as you want, as long as each unit has the triad rule, and that will grant them the three man link team bonus - which is burst + 1 on all their shots.

Fireteams themselves are fairly simple to operate, one order will activate the team and you will nominate the leader of the team each activation. In the active turn, the leader is the only one that can perform a short skill. There are a bunch of other rules around reformation, what skills you can perform, breaking the team etc. but there's nothing horrendously complex.

And Tohaa have a pretty solid selection of units now, I don't think you'll need to worry so much about what they lack. They're definitely fully fleshed out enough to go toe to toe with any other faction at the moment.

Cyclomatic posted:

3-4x line infantry with rifles seems to have the best effect for demos. You are really showing them the core of the order and ARO system. It is totally different than other games, and their like or dislike of the core game mechanic is what is going to sell or un-sell them on the game.

Models with super specific rules honestly seem to just confuse the presentation of the core system. Nobody is going to understand camo, much less mine, rules in a demo game.

Good point, I'll probably bring the other stuff in case there are more seasoned wargamers around interested in the more complex mechanics the system brings. I'm just worried it might be a little boring if it's just line troopers, though I've got to factor in there's probably not too much time for a demo game as well.

Hortism fucked around with this message at 02:41 on Nov 1, 2016

Hortism
Oct 25, 2010

Cyclomatic posted:

I've had similar thoughts, but my experience has been that it never goes as well as I'd think when I try and do a showcase of the different abilities, yet it always seems to go better than I'd think when I just stick to a 4 vs 4 line infantry. The cases where people turned around and just bought stuff right after the demo were mostly after the line infantry vs line infantry demos. What seems to work best for the more advanced rules is simply mentioning them as an aside while you are doing the line infantry demo. My guess is they are wrapping their brain around the order system, and actually thinking about the rules for what a marker state is and what triggers a mine is too much, but merely telling them that there are rules for marker states and mines in the game is sufficient for them to imagine without needing to think through the mechanics. Basically show them simple mechanics that are cool and new, then tell them that mines exist and they imagine mines must be as cool and new as the simple mechanics currently being showed to them.

Oh, and a pretty good hook when explaining the rules is to simply tell them: you don't need to know the rules, just tell me what would be cool and tactical/cinematic for your model to do and I'll walk you through the rules for doing that. Jump, climb, go prone and crawl, whatever. There really isn't a whole lot that Infinity doesn't let you do when you stop and think about it. What to jump your motorcycle from one rooftop to another: there is a rule that let you do that.

Good advice! Thanks. It's easy to forget just how tricky some of these mechanics can be to people that don't play miniature games much, or even tabletop in general.

Hortism
Oct 25, 2010

PirateDentist posted:

I think the bit about showing off AROs is the key, that's the thing that really sets Infinity apart and ruins every other game for those that get used to it. I recall now that's basically what sold it for me and my friend, who both played Warmachine previously. It just made so much more sense. You're playing the entire game, not just on your turn. The tide of battle can shift due to an ARO and suddenly you're in a better position on the other players turn.

You stay engaged the entire battle, keeping track of lines of sight, waiting for your opponent to forget about that flamethrower you've got guarding that corner... Even if you're not a dick and point it out when he goes to move, you've now wrecked their plans. Maybe they go "fuckit!" and charge in, then they all burn.

Yeah, so that definitely sounds like I want an actual contestable objective going on.

Hortism
Oct 25, 2010

As someone who has played a fair amount of Infinity for a number of years, I'll admit I still have problems recognizing 100% of the models, especially for armies I don't play myself. But I thought it was always standard practice to run through every deployed model and their load out once they're dropped down. I've never had any problems with mistaking something for something else this way, and will always confirm a model's load out if I'm unsure.

That being said I've never come across an entire proxy army, but I think that with load outs it's a pretty open information game (for what's visible at least), so just check with your opponent before rushing out into a REM with a missile launcher that's actually a TR bot. I honestly think there's zero reason to be so finicky with what's on the board as long as your opponent isn't being intentionally misleading about it.

Hortism
Oct 25, 2010

I've been super slack with the hobby lately so thought I'd finally round off the Corregidor I've been sitting on for a while to jump start me back into it. Probably going to be really unoptimal since I'm trying to avoid clutter by just buying the models I like, and sadly the Jaguars aren't my cup of tea. I also want to focus mostly on air assault units, which will probably be horrible since It's hard to balance orders with AD units without cheap stuff like the Jags.

Anyways, while getting those ready I've been playing a few games with my old armies and trying a few new lists that stray from units I've relied on as a crutch before, or just picking new things which I've never seriously considered.
I finally got to use Sheskiin against a friend's Bakunin at 200pts, and boy howdy does high BS on a mobile - always in cover - model own bones. It's still very much an all your eggs in one basket approach, especially at such a low point cost game and in the end she got glue gunned into uselessness, but I guess since most of the time I try to avoid TAGs or one man army type models, it really makes you appreciate just how much havoc one model can cause if it can slip through the front lines. Really makes me want to give TAGs a bit more of a fair shake. That or just play NCA again.

Hortism
Oct 25, 2010

Korgan posted:

Thanks both of you. Looks like House of War is the place to be, all my friends already love the joint. Now to do some reading and video watching.

I'm Melbourne based as well. I don't often go to Ringwood since I live pretty central, but I believe House of War runs some casual 200pt tournies that I want to hit up. Ones next week I believe.

Shoot me a message if you'd like a game sometime though.

Hortism
Oct 25, 2010

I've only played modern (symbio-bombs/pheroware) Tohaa once, but it was a pretty high level opponent that is drat experienced with them. I thought the protective sybio thing was bullshit, the one that negated wounds or hits or whatever, but honestly it still ended up being a really close match against my vanilla CA. I managed to get a few troops right into his deploy first turn and 3 man links are easier to deal with when they're a little bunched up. But still, they're a very well rounded faction that can play every pretty well. They tend to not have any real elite troopers though (no BS over 13 I wanna say?).

I think with that many links being ARO nightmare's, you'd need decent board coverage at least to even it out. But that's really a recommendation for Infinity in general.

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Hortism
Oct 25, 2010

Back on the Infinity train. All I can say is Impersonation is still the most fun mechanic that just never seems to work out, and Muyib links are a ridiculous amount of firepower for their decent cost.

Scored an overwhelming victory, but my opponent was trialing out a two TAG list (Scarface and an Iguana), and the sheer amount of Panzerfausts I was running made some pretty quick work of them.

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